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Warlordocracy News

Warlordocracy Early v18.9


Removed all ".PNG" extensions from the save files so they're a little smaller now, and it's making me think I should do something about the bloated Brigand saves eventually. Also added new cliff textures (mostly for caves), made blunt weapons have a chance to knock back targets with enough damage, fixed a few bugs, and updated the weapons section of the Player's Manual. Also your wealth and (to a lesser extent) inventory now contribute very slightly to party level.


Complete list of changes:

-New cliff color alternatives: cliffB (changed Nightsteam Reef tiles).
-Removed ".png" file extension in sprite variables and saved games (making file size smaller).
-Wealth and inventory now contribute very slightly to party level (every 1000 wealth increases level by 1).
-Raft now positioned farther north on Berindal Beach in Ch.3 to avoid an immediate fight when travelling there.
-Fixed strange party import bug where final inventory slot of final party member had a blank item.
-Blunt weapons now have a chance of knocking target back (higher chance with more damage).
-Script boolean "if_damage" can now be used in weapon use and mobile attack scripts.
-Updated all demos, encyclopedia, Player's Manual (weapons section).
-Lots of Ch.4 progress.

Warlordocracy Early v18.8

Further improved Spotting and Concealed status mechanics. When Spotting, party can now see concealed characters that are behind them up to 5 paces away. More importantly, traps no longer trigger for mobiles of same faction (and gave each trap a faction in story files).

New Master Neuromancy Spell called Omniscience, which shows the location of every Concealed object on the map regardless of line of sight. A ton of other minor fixes.





Complete list of changes:

-When Spotting, you can now detect concealed mobiles behind you up to 5 paces away.
-Caltrops, clamp traps, and tripwires no longer get triggered by same faction (set trap factions in all chapters).
-Crippling Strike now has a range of two, and attacker jumps one pace toward target (similar to Dirty Tricks).
-New parameter for "factionReact" and "objMobSkill" commands: "all" (to set all factions or skills).
-New script command: "revealAll" (reveals all concealed objects on map regardless of LOS).
-New Master Neuromancy spell: Omniscience (reveals all concealed objects for 1 minute).
-Fixed script bug where party fatigue dialogue complaints weren't working.
-Party starvation/fatigue dialogue now resets when fed and rested.
-Map scripts now do not spawn waves while party is waiting.
-Switched up weather directions in Chapters 3+4.
-Lots of Ch.4 progress, updated all manuals.

Warlordocracy Early v18.7

Mostly improved concealment and spotting mechanics, and added some new hidden objects that the player can spot and search such as bird nests and hidden stashes. Also made the Woodcraft ability more useful by giving a 10% chance to deal extra damage with bows if you have it.

Added a new script boolean to test what tile the object is standing on (first 4 letters only, ex. "sand" or "dirt"). Trogs now burrow under the same when outside in the daytime. Finally, fixed a few bugs and added some more assets.

Here's a random Ch.4 screenie.





Complete list of changes:

-Doubled speed of bow and spear animations (not actual combat speed).
-Woodcraft ability now gives 10% chance to deal extra damage while wielding bows.
-Player is no longer allowed to target concealed objects that haven't been spotted (also fixed tooltips).
-Must now be within 2 paces and facing to spot concealed objects that are not mobiles (still 5 paces for mobiles).
-New objects for Scouring ability: nest, stumpStash, shelfStash, dungeonStash (placed in all chapters).
-New script Boolean: "if_objOnTile" (check for first 4 characters of tile image name, ex. "sand").
-Changed "Pocket Sand" action to "Kick Dirt" in Dirty Tricks ability, must now be on dirt or sand.
-Burrowing ability now requires you to be on sand or snow tiles (not shallows).
-Trogs will now burrow during the day while outside and standing on sand.
-New horse sound effects (thanks to Sonic Kitchen).
-New desert objects for Ch.4: pillarDesert.
-Fixed Tycho Luzi's stash in Ch.1.
-Updated both manuals.

Warlordocracy Early v18.6

Minor update. Added a new swimming transition to Berindal's Basement (entire party must know Swimming). Fixed bug with concealed enemies standing that showed their positions briefly on map load. Added lots of new resources for Chapter 4. Gonna upload a new demo to the Patreon tonight.

Patreon: https://www.patreon.com/c/lcsoftware


Complete list of changes:

-Player can no longer target concealed enemies (unless they have been spotted).
-Fixed bug where mobs wouldn't stay concealed if standing in slow tiles while loading map (sand, etc.).
-Added a swimming transition to Berindal Basement that leads outside to Berindal Refuge.
-New alternative tent colors for different factions in Ch.4.
-New alternative object sprites for Ch.4: blockB, tilesBOld.
-New map tiles for Ch.4: battlementsC.
-Lots of progress on Ch.4.

Warlordocracy Early v18.5


Replaced the Pocket Sand ability with the Dirty Tricks ability, which brings up a list of actions you can do to your target (including Pocket Sand). It also has a range of 2 and most tricks like Disarm make you jump towards your target one tile (new script commands to accommodate).




Added a new inventory pet for Chapter 4: the qwirl.



Also fixed a ton of little bugs, but I finally had time to start writing some Ch.4 dialogue. Gonna upload another demo to the Patreon Monday night: https://www.patreon.com/c/lcsoftware




Complete list of changes:

-Fixed bug in combatSounds.wsl script where spears weren't playing sounds.
-Fixed bug in useItems.wsl AI script so AI no longer throws bombs at close range.
-Replaced Pocket Sand ability with new Dirty Tricks ability (list of actions, including Pocket Sand).
-New parameter option for "objMove" command: "forward" (move mobile in current direction).
-New parameter option for "objKnockback" command: "-1" (object is knocked toward target).
-New script boolean: "if_objLoadFree" to test for unused load in mobile's inventory.
-New script boolean: "if_objMobUnarmed" to test if object is not carrying a weapon.
-Fixed bug with obtaining pets without enough unused inventory load.
-Henchmen and pets are now forbidden from initiating travel.
-Improved "objKnockback" function to be more precise.
-New objects: treeApple, eggSnallygaster (Ch.4).
-New sound effects: bear, qwirl (Ch.4).
-New pet: qwirl (Ch.4).
-Updated both manuals.